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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 一个hit的效果,如果一个attack有多个hit,需要定义多个HitDef
public class HitDefination
{
public float start = 0f;
public float end = 1f; // 触发的开始和结束时间范围,用来处理一个attack多个hit的情况
public int sparkID = 0; // 特效perfab ID
public Transform sparkHost = null; // 特效挂点
public Vector3 sparkPosition; // 特效位置(sparkHost为空时生效)
public Quaternion sparkRotation; // 特效旋转
public Vector3 sparkScale = Vector3.one; // 特效缩放
}
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